Commit a94963f1 by BellCodeEditor

save project

parent 080ee70a
Showing with 62 additions and 25 deletions
...@@ -4,9 +4,24 @@ import random ...@@ -4,9 +4,24 @@ import random
pygame.init() # 初始化 pygame.init() # 初始化
# 创建一个窗口 # 创建一个窗口
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3,image4 ):
super().__init__()
self.image= random.choice([image1,image2,image3])
self.rect= self.image.get_rect()
self.rect.x=1000
self.rect.y=500 -self.rect.height
class Player(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
self.image=image
self.rect= self.image.get_rect()
self.rect.x=150
self.rect.y=400
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑") pygame.display.set_caption("悟空取经")
# 载入图片 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
...@@ -21,55 +36,76 @@ hero = [pygame.image.load('hero1.png'), ...@@ -21,55 +36,76 @@ hero = [pygame.image.load('hero1.png'),
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30
obstacle = random.choice([bush, stone, cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
t = 30
bg_x=0
road_x=0
time=0
gamestate=True
block_list = pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if jumpState == "runing": if jumpState == "runing" or:
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
jump-=1
wukong = Player(hero[index])
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
if gamestate==True :
if jumpState == "up": # 起跳状态 if jumpState == "up": # 起跳状态
if t > 0: if t > 0:
y -= t y -= t
wukong.rect.y=y
t -= 2 t -= 2
else: else:
jumpState = "down" jumpState = "down"
if jumpState == "down": # 降落状态 if jumpState == "down": # 降落状态
if t <= 30: if t <= 30:
y += t y += t
wukong.rect.y=y
t += 2 t += 2
else: else:
jumpState = "runing" jumpState = "runing"
t =30 t =30
# 悟空造型 # 悟空造型
wukong = hero[index]
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
# 将背景图画上去 # 将背景图画上去
screen.blit(background, (0, 0)) # 远处背景 bg_x-=2
screen.blit(road, (0, 500)) # 路 road_x-=8
screen.blit(wukong, (150, y)) # 悟空 if bg_x<=-1000:
bg_x=0
if road_x<=-1000:
road_x=0
screen.blit(background, (bg_x, 0)) # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
if rect.x <= 0-rect.width: # 障碍物消失 time+=1
# 创建障碍物对象 if time>=60:
obstacle = random.choice([bush,stone,cacti]) r=random.randint(0,100)
rect = obstacle.get_rect() if r >40:
rect.x = 1000 obstacle=Block(bush,stone,cacti,cacti)
rect.y = 500 - rect.height block_list.add(obstacle)
rect.x -= 8 time=0
screen.blit(obstacle, (rect.x, rect.y)) for i in block_list:
# 刷新画面 i.rect.x-=8
screen.blit(i.image,(i.rect.x,i.rect.y))
if i.rect.x <= 0-i.rect.width:
i.kill()
if pygame.sprite.collide_rect(wukong,i):
gamestate=False
gameover=pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file
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